C&C Secondary Skill List
aCrobatiCs (Dexterity): This skill allows a character to double their attribute bonus when evading attacks or making any attribute checks or saving throws regarding dexterity. Acrobatics may also be used if a character has been thrown back and wishes to land on their feet (successful acrobatics check). If this check is successful then the character does not lose a combat round in order to return to the fight. The Castle Keeper will determine if the use of an acrobatics skill is possible in a given situation.
alCheMy (intelligenCe): The skill provides the knowledge of how to brew certain potions and balms, but the Castle Keeper determines costs and time to create such potions. Please note that any creation of magical potions/balms/ointments must follow the rules set out in Monsters & Treasure. Another use of this skill is to determine what a potion or other unguent is by using senses.
appraisal/bartering (CharisMa): A character with this skill is well versed in determining the general worth of non magical items as well as the discrete techniques for haggling without giving offense. The successful use of this skill allows a modification of 10% of an item’s cost per bonus point of charisma the skilled appraiser has.
aniMal hanDling (WisDoM): The skill of Animal Handling provides the character with knowledge of domesticated animals common to their culture, and their treatment, upbringing, and breeding. Simple training is capable as well, though more complex training is at the discretion of the Castle Keeper.
ARS MagiCa (intelligenCe): This skill encompasses all the various minor disciplines any student of the arcane are familiar with such as witchcraft, occult, numerology, demonology, etc. It is also useful in the further study of the Magical Arts and a greater proficiency in dweomercraft. A character with this skill may perform an intelligence check to be able to recognize a number of spells on a scroll or other surface equal to their intelligence attribute bonus (always at least 1).
blaCksMith (strength): The skill of blacksmithing provides the character with the ability to forge simple tools or make small repairs to simple metal items. Weapons cannot be forged or significantly repaired with this skill, as such falls under the Weaponcraft skill. However, armors can be repaired and simple (i.e. non-articulated) pieces can be forged or repaired.
ConstruCtion (intelligenCe): The construction skill is a catch-all category for carpentry, woodwork and simple masonry techniques. A character with construction can reduce the time period for a given construct to be completed by 10% per attribute bonus point the character has. For a large project overseen by such a skilled person also has its construction costs reduced by the same percentage as well.
Courtoise (CharisMa): This skill notes that the character is proficient with manners, social morays on their particular level of social class, and how to act among those superior or inferior to them. Public speaking is also part of this, as is the many methods society uses to segment itself (such as heraldry, regalia, etc.).
FarMing (WisDoM): The farming skill reflects a character’s innate understanding of growing domesticated plants and trees, along with an ability to gauge seasons and general weather patterns if they are within a terrain similar to their homeland.
FiberCraFt (Dexterity): A character with the fibercraft skill has a general knowledge of textiles and woven crafts such as cloths, and reed weaving. Upon a successful dexterity check, characters with this skill can gauge the quality of fibers and the robustness of wicker crafts and could even distinguish a cloth or wicker’s origin and worth.
Fine arts (intelligenCe or CharisMa): The skill of fine arts covers the entire gamut of artistic expression in its physical sense, from design to sculpting to poetry and prose. At the Castle Keeper’s discretion, the character can use their fine arts skill to double the attribute bonus for any check involving their artistic skill and its effect upon an audience. Art for art’s sake would be strictly an intelligence check, while trying to please the audience would fall under a charisma check.
Forester (Constitution): The facets of the forester skill can cover a wide range of abilities, such as woodland lore, fire starting, setting small snares, identifying trees & ivies, etc.
gaMbling (intelligenCe or WisDoM): The gambling skill grants the character a proficiency in games of chance, to be specified as either gambling (wisdom) or leisure games (intelligence.) Whenever engaged in such a game, the character can make an appropriate attribute roll and add their attribute modifier to the check as appropriate.
JeWelry (Dexterity): This skill notes the character’s ability with gem cutting, setting and crafting of fine jewelry and the use and appraisal of precious and semiprecious stones.
leatherWorking (Dexterity): Leatherworking covers a broad skill set, covering everything from leather cord weaving, tack and saddle craft and even simple leather armors. A character with this skill can repair rends and rivets in armor, bridles, tack and even leather clothing with a degree of quality and decor.
Mariner (Constitution): The mariner is someone with long experience with boats, boating and fishing. Depending on whether this skill is based on a background of fresh or salt water, this can include net fishing, use of sails, knots, undertow, sand bars, barging, and other such tricks of the trade. The player and Castle Keeper should work together to determine the details of this skill and what type of experience the character will have. In a gritty world, the above might be sufficient but in classic or epic worlds, some knowledge of magical aquatic creatures and sorcery might be expected.
Mythology (intelligenCe): This skill (chosen either with emphasis on history or religion) allows the character to have knowledge of either local history or of other locales near the character’s residence (CK’s choice). The religion aspect involves knowledge of one’s own worshipped pantheon/deity and their deeds, as well as a passing knowledge of other common pantheons as defined by the Castle Keeper in their campaign.
perForMing arts (CharisMa): The skills of performing arts comprise any method of artistic expression that entertains an audience by physical activity. This can encompass acting singing, juggling, etc. The parameters should be specified between the player and Castle Keeper.
physiCker (intelligenCe): The skill of the physicker notes a character’s ability with medieval healing theories and some rudimentary knowledge of healing herbs and their application for minor ailments.
sCribe (intelligenCe): The scribe’s skill is that of penmanship, writing, and ink and paper preparations. Simple illumination is possible, as well as other writing abilities.
strategos (intelligenCe): This skill indicates that the character is well versed in the strategy & tactics of military formations both small and large.
terrain lore (WisDoM): The skills of terrain lore denote a character’s familiarity with an unusual (i.e. not forester, farming, or mariner) terrain type that they lived in for some time before adventuring (or is the predominant area they adventure in). Only one terrain per skill is allowed and must be declared upon character generation.
The various facets of the terrain lore skill can cover a wide range of abilities germane to the terrain in question; such as woodland lore, setting small snares, identifying local flora and fauna, etc. Refer to Chapter 5 above for various types of terrain.
WeaponsCraFt (Constitution): This skill is much more intricate than the blacksmithing skill, and as a result it does not come into use as often. But if a weapon is forged or if weapons need repair, this skill is vital. Weapons, especially those with blades, spikes or chains, require honing and balance, and the character with this craft (and tools) can refurbish most weapons at need or if sufficiently supplied could forge them as well. The Castle Keeper defines the exact parameters of this skill, but most weapons that are damaged due to chipping, bending, or in certain limited circumstances, broken can be repaired with sufficient materials and time.
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